An Azel civ building quest? Yesssss.....
Important question for the GM
@Azel . How 'loose' are you going to play with SV's 'conventional historical wisdom'? In other words, how much sandbox are you willing to give us if we develop our Civ along non-historical routes? I'd hope that as long as internal Suspension of Disbelief is not wrecked, we could get away with quite some fun stuff. I'm thinking things like:
-Developing modes of government that 'should not work' according to conventional wisdom. For example, would we be able to develop a sort of proto communism and carry it on to the modern age without it turning inefficient and dystopic? (To be clear, I'm not interested in a debate centered around whether theoretical communism actually works in real life or not, just whether it would work
in this world. Some posters (particularly Americans
) tend to go haywire when the possibility is presented, claiming it will
not work and that the thread will commit civilization wide suicide if we go that way). It would be nice to know if we can design something along more speculative lines rather than having to retread the good ole Council of Elders -> Influential Council -> Proto Monarchy -> Feudal Monarchy -> Empire -> Constitutional Monarchy/Republic -> Modern Democracy.
-In terms of culture, would we have similar sandbox capabilities as well? Things like diverging radically from common trends of the era, like developing an acceptance of LGBT people in the Bronze age or something (Sorry for the heavily cliched example, only thing that comes to mind right this moment, life is busy
).
I suppose the thrust of these questions is how much railroading will occur for one reason or the other. Though I think I've never commented on either Paths of Civilization or its sequel, I lurked for a while and was really put off by all the railroading there, especially given that the players were brimming with ideas (inspired players who cooperate in the worldbuilding with the GM are hard to come by and I was saddened by the remains of their whole effort basically going down the toilet with those timeskips). This neat tree worshiping communal empire turning into a generic, paternalistic, pseudo christian run of the mill monarchy of the 19th century was a real bummer.
Anyway, with that said, I'm really looking forward to this one. If all else fails we can go full imperialist and have a blast, we all know you love a bit of good ole' Imperium
rofl:
rofl:... though having you think up Azel like plots for our future enemies leaves me uneasy...
As is proper, I'll justify my votes:
[X] [Location] The hills among the great rivers. Hidden in between the great plants growing there, the tribe can prosper on the fertile lands in peace.
Has two items that will come in handy to any would-be proto-civilisation. Rivers for the sedentary life, and fertile lands for growing crops (the basis of everything else). I'm tempted to go for the sea access option for the tech and economic benefits, that would be a neat second option and am open to convincing.
Item two of course are those hills. Valleys and hills are sweet spots for starting civs, and having slopes and big trees makes us a more difficult target for horse raiders, the usual murderer of civilization of the eras to come. If we can turtle down there during the great migrations of horse raiders we could have a continuity of civilization comparable to Egypt, the lone survivors of the Bronze Age Collapse. Obviously a very nice thing to have as long as we don't stagnate.
[X] [Leadership] The Hunters, who are willing to go to the unknown, hoping for great rewards.
Young people adapt to newer ways of thought easier than the elders. And right now, there's going to be a lot of social innovation as we go from nomad to sedentary lifestyle. This of course is kind of a stop gap until we decide on a more complicated government type. Still, I'm a bit wary of this one... the last thing I want is for it to evolve into a warrior led society. Militaristic playthroughs tend to be very boring and generic unless done right by both GM and players... it usually always ends in one of two: 1) Militaristic warrior culture that never invades other people. Bland, and often weak (compared to rival civs) because it does not often use its 'main stat' so to speak. 2) Turns capital E Stupid Evil and actually uses its militaristic culture to invade other places... without any sort of believable IC justification or really overall goal or dream. Often not enjoyable to read.
Good luck Azel, I have high hopes for this one!